something that helped me a lot with figuring out anti airs in guilty gear is that you've got to commit to doing less on the ground if you think a jump might be coming - you obviously can't input your anti air if you're busy doing your big grounded pokes, so you need to either do nothing or use lighter pokes with faster recovery to give you time to get your attack out in time
As a returning player who is trying to deep dive more into the competitive side of things and just improve at the game in general, your guides in particular have been the most helpful. I love how practical and to the point they are --- I feel like many other videos on similar topics are bogged down by sheer length, but yours are always short and succinct. Thanks for what you do!
And thank YOU for this comment! I can’t believe that my simple little guides have been able to help so many people improve. It’s a great feeling! I will be back with more soon and I hope you enjoy what’s coming next even more than you already do!
True! Only issue is one normals will lose to jump attacks depending on spacing. AA specials are usually the most consistent (if you can input/react in time)
I've been doing something similar for a few weeks and it truly does help with anti-airs. It can give you an auto-win vs a decent pool of players that can't stop jumping in as part of their gameplan especially if you play a character that doesn't have a fireball. I find that many players will try to abuse jump ins more often vs characters with no fireball.
Thanks for this awsome video. I have horrible reaction to jump in which yeah i should be training it every day. Keep up the good work. Looking foward to future vides of how to get GOOD
You can do it! 4-5 minutes of focused practice will do wonders, it’s not something that takes years to practice. Thanks for leaving a comment! I hope you enjoy my upcoming videos too!
Totally my pleasure my man! It’s been such a joy getting positive comments from people like you. Going to get back with even more content once I’m recovered from corona
The dummy recording blockstring into crossup, and corner jump out on wakeup are just the things I needed to practise crosscuts which are my weak point now. Thanks.
You have no idea what you’ve helped me do! I’m going to become a master rank because of this! I’m already Diamond 4! People are gonna rage quit fr now 😂
good video but one big missing thing i would suggest, for newer players first just learn your basic button thats your best antiair. for ryu crHP i believe, and do the first exercise with just that. because if youre a bit late on the reaction in-match, or how our execution gets worse in game, you want an easy option to fall back on. but otherwise really good video since you showed how to set up the training dummy 👍👍
Good point! I didn’t touch on AA normals bc they can sometimes be inconsistent depending on spacing and the jump attack used. But yes, they are important too!
@@Chris_F no it was a great video :) just a little extra quirk (esp for some characters that dont have AA special moves and just normals), but great job explaining :)
There’s nothing wrong with cHP but you leave a lot of damage and corner carry on the table if you aren’t doing her OD kick antiair. Definitely something to practice especially in the corner bc she gets some her best combos there!
i will suggest the default dummy in training mode is good enough. just use it as the way you said in the video, just no need to record. and yes it just ryu. but for people looking for AA training, that's the easiest way and good enough.
I think it’s a good place to start but it doesn’t offer much variance and it didn’t really mimic how an opponent will act in a match. Learning how to record sequences in training mode is a great next step imo
@@Chris_F you are such a big help in my progress in SF6. I depend on your videos and couldn't find a pateron or something so I just thought this could be a way to say thanks!
Nice tip. I was wondering if there could be an explanation of moving under the jump in. I noticed myself trying to cross up then the opponent would step forward and be able to punish me when I land.
I touched on this subject briefly in my guile combo video and hitbox essentials video but I guess I should make a dedicated video about this important topic. Check those out for now though, it should help!
do you have any tips on how to anti air crossups/ambiguous crossups? i cant tell what directions/what timing to use without going the wrong way or doing the wrong input
Is there a downside (other than damage) of trying to do simpler AA so I dont have to worry about fumbling inputs? (e.g. Cammy b+mp vs dp) EDIT: Forgot to say I've been enjoying your guides. thank you!
Generally speaking, yes. It depends on range and which attack the opponent is using, but there are spacing where some AA normal attacks will trade or straight up lose to some jump attacks. This doesn’t happen if your DP style attack is timed while your opponent is in the air, although timing is harder (unless you’re on modern controls but that’s a different topic altogether)
Amazing content Just wondering, why can you link Akumas crouching HP into specials when the opponents on the ground, but you can't, when its used as an anti air? If you or anyone can answer this, it'll be greatly appreciated
@@Chris_F Probably about 80% of the time an opponent jumps at me, but especially in the corner. I need to spend more time in training to break my habit.
Is the crossups where they land pretty much on top of me that I can't deal with, dp usually whiffs but I can't turn around and use it because they're in front of me most the jump xd
Hey guys, how do you deal with an opponent that empty jumps just out of range. I assume drive rush with Shoryuken (as a Ken player) any other suggestions? Thanks in advance.
@@watchmesquatch hey man I’m a classic player to, but shitting on new players that use modern controls, only push away new players away. It’s actually the reason why some of my friends don’t play fighting games is because the toxic players.
Yeah. I plaay both Ken and Cammy, Master/High Diamond rank, and Shoryuken hits in so many more situations than Cannon Spike does due to the angle. It saddens me when I whiff a cannon spike in situations shoryuken would hit.
Cammy has better movement so I think that complements her slightly worse AA than Ryu. Try switching between LK and MK cannon spike depending on the range
something that helped me a lot with figuring out anti airs in guilty gear is that you've got to commit to doing less on the ground if you think a jump might be coming - you obviously can't input your anti air if you're busy doing your big grounded pokes, so you need to either do nothing or use lighter pokes with faster recovery to give you time to get your attack out in time
This is a very good point and something I forgot to mention! Thanks!
As a returning player who is trying to deep dive more into the competitive side of things and just improve at the game in general, your guides in particular have been the most helpful. I love how practical and to the point they are --- I feel like many other videos on similar topics are bogged down by sheer length, but yours are always short and succinct. Thanks for what you do!
And thank YOU for this comment! I can’t believe that my simple little guides have been able to help so many people improve. It’s a great feeling! I will be back with more soon and I hope you enjoy what’s coming next even more than you already do!
100% agree
Another good tip is don't worry about using normals to anti air if you can't input a special move in time
True! Only issue is one normals will lose to jump attacks depending on spacing. AA specials are usually the most consistent (if you can input/react in time)
I've been doing something similar for a few weeks and it truly does help with anti-airs. It can give you an auto-win vs a decent pool of players that can't stop jumping in as part of their gameplan especially if you play a character that doesn't have a fireball. I find that many players will try to abuse jump ins more often vs characters with no fireball.
Absolutely! Even some diamond players can be beaten easily by holding your ground and stopping jumps, especially in the corner. Thx for watching!
Best channel to improve defense and defense wins tournaments.
Thank you so much!!
Your videos showed me the importance of practicing core fundamentals. Appreciate you and all the time you put into this !!
My pleasure! I love reading comments like this, they keep me motivated to make more videos!!
Thanks for this awsome video. I have horrible reaction to jump in which yeah i should be training it every day. Keep up the good work. Looking foward to future vides of how to get GOOD
You can do it! 4-5 minutes of focused practice will do wonders, it’s not something that takes years to practice.
Thanks for leaving a comment! I hope you enjoy my upcoming videos too!
Very goog explanation, complete and simple... Great work mate👏👏👏
Thank you, great to hear that you liked it!
Thanks for taking the time to make content and put yourself out there! These are really helpful and useful guides.
Totally my pleasure my man! It’s been such a joy getting positive comments from people like you. Going to get back with even more content once I’m recovered from corona
The dummy recording blockstring into crossup, and corner jump out on wakeup are just the things I needed to practise crosscuts which are my weak point now.
Thanks.
No problem, so happy you found it helpful! Those are two points I feel a lot of new players struggle with in matches
You have no idea what you’ve helped me do! I’m going to become a master rank because of this! I’m already Diamond 4! People are gonna rage quit fr now 😂
Good tips! Anti airing is something I feel I've kinda hit a pleateau with, and could use so.e improvement. I'll aim to do some drills everyday.
Thank you! Good luck with the drills and let me know if your AA improves after trying it
Good stuff as always mate! I have the issue that I always get decent in the lab but then cant do it live.
One day it will just click, don’t stress about it. It really just comes to experience
one thing to add is that it can be faster to anti by using the DP shortcut with downforward + downforward + p
Very true! I play on leverless so I just use the jump shortcut
Thanks for the training room tips. I am finding it to be a great help.
Thank you!
Thank you so much! tryna improve my game and start competing eventually and this seems really helpful!
Happy to help!
This is so helpful. The drills are especially appreciated
Glad you like them! Let me know if your AA improves after practicing!
good video but one big missing thing i would suggest, for newer players first just learn your basic button thats your best antiair. for ryu crHP i believe, and do the first exercise with just that. because if youre a bit late on the reaction in-match, or how our execution gets worse in game, you want an easy option to fall back on. but otherwise really good video since you showed how to set up the training dummy 👍👍
Good point! I didn’t touch on AA normals bc they can sometimes be inconsistent depending on spacing and the jump attack used. But yes, they are important too!
@@Chris_F no it was a great video :) just a little extra quirk (esp for some characters that dont have AA special moves and just normals), but great job explaining :)
I'm half decent at anti-airing with Manon's cHP but I need to use her QCF KK into hit grabs, etc., more often
There’s nothing wrong with cHP but you leave a lot of damage and corner carry on the table if you aren’t doing her OD kick antiair. Definitely something to practice especially in the corner bc she gets some her best combos there!
i will suggest the default dummy in training mode is good enough.
just use it as the way you said in the video, just no need to record.
and yes it just ryu. but for people looking for AA training, that's the easiest way and good enough.
I think it’s a good place to start but it doesn’t offer much variance and it didn’t really mimic how an opponent will act in a match. Learning how to record sequences in training mode is a great next step imo
Thanks!
WOW! Thank you SO much for my first-ever super thanks! You just made my day!
I hope I can keep on making content that you both enjoy and find helpful!
@@Chris_F you are such a big help in my progress in SF6. I depend on your videos and couldn't find a pateron or something so I just thought this could be a way to say thanks!
@saiyamanman honored to be a part of your progress! I hope I can keep making videos that are even better than my previous ones. Thank you once again😊
Nice tip. I was wondering if there could be an explanation of moving under the jump in. I noticed myself trying to cross up then the opponent would step forward and be able to punish me when I land.
I touched on this subject briefly in my guile combo video and hitbox essentials video but I guess I should make a dedicated video about this important topic. Check those out for now though, it should help!
do you have any tips on how to anti air crossups/ambiguous crossups? i cant tell what directions/what timing to use without going the wrong way or doing the wrong input
If you are really unsure, you can try to go for a perfect parry since that will block a jump attack no matter which side it hits on
Is there a downside (other than damage) of trying to do simpler AA so I dont have to worry about fumbling inputs? (e.g. Cammy b+mp vs dp) EDIT: Forgot to say I've been enjoying your guides. thank you!
Generally speaking, yes. It depends on range and which attack the opponent is using, but there are spacing where some AA normal attacks will trade or straight up lose to some jump attacks. This doesn’t happen if your DP style attack is timed while your opponent is in the air, although timing is harder (unless you’re on modern controls but that’s a different topic altogether)
Amazing content
Just wondering, why can you link Akumas crouching HP into specials when the opponents on the ground, but you can't, when its used as an anti air? If you or anyone can answer this, it'll be greatly appreciated
Thx!
He can cancel it as an anti-air but it has to be done very deep
Thank you for the fast reply, I'm about to try this out in the lab
Thanks heaps
I fuzzy blocking too much 😔 Anti airs definitely got better on leverless though
In what situations are you fuzzy guarding? Just curious
@@Chris_F Probably about 80% of the time an opponent jumps at me, but especially in the corner. I need to spend more time in training to break my habit.
Is the crossups where they land pretty much on top of me that I can't deal with, dp usually whiffs but I can't turn around and use it because they're in front of me most the jump xd
So when that happens it’s better to try and perfect parry the jump.
learning deejay and it’s really hard to consistently anti-air with upkicks unless i totally read a jump. will try to implement these tips for him.
Spacing into charge kick is going to be your best best at mid range
I want to main ken, what version of anti-air should I use, heavy, medium or light?
Depends on how far they are from you. The closer they are, the lighter the DP you should use.
🔥🏋🔥
💪
Hey guys, how do you deal with an opponent that empty jumps just out of range. I assume drive rush with Shoryuken (as a Ken player) any other suggestions? Thanks in advance.
Honestly best thing is to probably throw a LP hadouken and then drive rush behind it followed by st.HP
@@Chris_F Cheers thanks, Chris will try that out. 👍
OMG BRO IM THE PLAYER IN TIP 1 LITERALLY Y IM HERE ALSO THIS IS MY FIRST SF6
Glad the video was helpful!
Don’t worry if it’s your first, I’m sure you’ll keep improving!
Tip 4 - Play Modern
Very true
If you wanna get laughed at and 1 and done'd every match.
@@watchmesquatch hey man I’m a classic player to, but shitting on new players that use modern controls, only push away new players away. It’s actually the reason why some of my friends don’t play fighting games is because the toxic players.
Ryus Antiair seems so ez compare to Cammy
Yeah. I plaay both Ken and Cammy, Master/High Diamond rank, and Shoryuken hits in so many more situations than Cannon Spike does due to the angle. It saddens me when I whiff a cannon spike in situations shoryuken would hit.
Cammy has better movement so I think that complements her slightly worse AA than Ryu. Try switching between LK and MK cannon spike depending on the range